VR4MAX

[|VR4MAX] is a virtual reality application by [|Tree C Techonology] that allows for fast creation of interactive models in 3d studio max. A single license is used in the ICon Lab on the console. A number of [|tutorials] are available on their website.

The general workflow for working with VR4MAX is fairly simple:
 * 1) Create a model in any software that can export to a format readable by 3d studio.
 * 2) Import to 3d studio.
 * 3) Apply materials if desired. Be sure to test that they are a type that is supported by VR4MAX. If they aren't, you'll need to replace them.
 * 4) Add any required VR features using VR4MAX helpers and the VR4MAX Properties Utility.
 * 5) Export to a VMX file.
 * 6) Open the VMX file (in VR4MAX Navigator Pro), and make any desired changes to the settings. For use on the ICon widescreen, it's recommended that you increase the field of view (under View Options) to around 80 degrees.

Support for some important 3d studio features is summarized below:

Standard

 * Ambient
 * Diffuse
 * Specular hilights
 * Self-illumination (used for baked lighting textures)
 * Opacity (sets alpha channel of diffuse map)
 * Reflection map (bitmap with speherical environment coordinates, or flat mirror map)

Multi/Sub-Object
VR4MAX does not support compound materials, so multi/sub-object materials are split into individual materials and applied to objects when exported to vmx.

Double-Sided materials
These are exported as two separate materials, with one applied to each side of the object.

Raytrace materials

 * Ambient
 * Diffuse
 * Specular hilights
 * Self-illumination
 * Opacity

Shell materials
These are created using render to texture in 3ds max. A shell contains two materials, the original and the rendered ("baked") texture. VR4MAX has the option to export either, but will use baked materials by default.

Other materials
Objects using blend, composite, matte/shadow, shellac, and top/bottom are exported using their wireframe color.

ProMaterials
The ProMaterials used by Revit 2009's FBX exporter are not currently supported, but Tree C Technology is considering them for support in a future release of VR4MAX. To display materials exported from Revit, you will need to replace them with standard materials.

Lights
Omni lights are exported as VR4MAX omni lights. Targeted lights and free lights are exported as VR4MAX spotlights. Directional and targeted directional lights are exported as VR4MAX directional lights.

Using OpenGL, VR4MAX is limited to 8 light sources. If there are more lights than supported, any remaining lights will be ignored. You can light a scene with higher numbers of lights using baked illumination textures, or you can use the default lighting.

Using render to texture (under the Rendering menu) allows the use of MentalRay to render the lighting. VR4MAX expects lighting data in the Self Illumination slot, so select the objects, scroll down to output, and add a Lighting map rendered to the Self Illumination slot. You can also set where the files are saved, which should be in the same drive as the model you're working on. Map size depends on the quality required and complexity of the model. A tutorial for this is available [|here] as a streaming WMV.

In addition to these 3ds max features, VR4MAX adds several new functions for the creation of interactive models.

VR4MAX Helpers
VR4MAX adds 3 kinds of helpers: behavior object helpers, event helpers, and action helpers.
 * Behavior object helpers are used for creating VR4MAX objects that don't have an equivilent in 3ds Max.
 * Event helpers trigger actions when an event (such as pressing a key or picking an object) occurs.
 * Action helpers take actions that modify the scene.

Helpers are created from the Helpers tab (tape measure icon) of the Create panel. Click the drop down menu to access them.

VR4MAX Properties Utility
The properties utility is used to control several aspects of the VR4MAX objects and scene. It can be found in the Utilities (hammer icon) panel. If it is not visible, you'll need to click "More...", scroll down to the VR4MAX Properties Utility, and open it.

Environment
Selecting an object and checking the box marks it as a backdrop, which is always rendered regardless of far-clipping distance or the minimum framerate requirement.

Cameras
This is where you set the startup camera, which positions the view when the scene is opened in VR4MAX Navigator. It also sets the eye separation and convergence distance for stereo.

Billboarding
Used to set objects to rotate automatically to stay facing the camera.

Terrain Following
Here you can define objects as Terrain Objects or Terrain Only. When terrain following is enabled in VR4MAX Navigator, the camera height will be fixed at its current level above the ground. It can be set to only follow terrain objects, or it can automatically use any objects that seem like a floor. A Terraub Object is still visible, whereas a Terrain Only object is not rendered, and is used only for terrain following. If you have a complicated terrain, having a simplified copy set as Terrain Only can reduce processor usage for terrain following calculations.

Deflection
Objects set as Deflection Objects or Deflection Only are used when VR4MAX deflection is enabled. They can not be passed through. Like with terrains, if you have a complicated deflecting object, it is more efficient to use a simplified version with Deflection Only.

Levels of Detail
VR4MAX has automatic level of detail generation to display less detail on far away objects, but if you need a better optimized LOD you can model each level in 3ds max, group the levels, and mark the group as a VR4MAX LOD. The thresholds are set in VR4MAX Navigator after the scene has been exported.

Description
Adds a description to an object.

System Call
Adds a command line to the selected objects that can be used to makea system call in the VR environment.

Library
Objects with the Library Box checked will export as compound library objects. Most library management features are not available, as they are only included with Option Pack 8.